forked from bartvdbraak/blender
Cycles/OpenCL:
* Reverted the general activation of __KERNEL_SHADING__. Better to handle this in the device file. This way each platform gets specifically what it is capable of atm. * Nvidia has Shading + Multi Closure * AMD (Apple) has only Clay Render * AMD (non Apple) has Basic Shading
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@ -298,11 +298,17 @@ public:
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{
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{
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string build_options = " -cl-fast-relaxed-math ";
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string build_options = " -cl-fast-relaxed-math ";
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/* full shading only on NVIDIA cards at the moment */
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/* Multi Closure for nVidia cards */
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if(platform_name == "NVIDIA CUDA")
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if(platform_name == "NVIDIA CUDA")
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build_options += "-D__MULTI_CLOSURE__ -cl-nv-maxrregcount=24 -cl-nv-verbose ";
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build_options += "-D__KERNEL_SHADING__ -D__MULTI_CLOSURE__ -cl-nv-maxrregcount=24 -cl-nv-verbose ";
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if(platform_name == "Apple" || platform_name == "AMD Accelerated Parallel Processing")
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build_options += " -D__CL_NO_FLOAT3__ ";
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/* No Float3 for Apple */
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else if(platform_name == "Apple")
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build_options += "-D__CL_NO_FLOAT3__ ";
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/* Basic shading for AMD cards (non Apple) */
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else if(platform_name == "AMD Accelerated Parallel Processing")
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build_options += "-D__KERNEL_SHADING__ -D__CL_NO_FLOAT3__ ";
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return build_options;
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return build_options;
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}
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}
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@ -45,7 +45,7 @@ CCL_NAMESPACE_BEGIN
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#endif
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#endif
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#ifdef __KERNEL_OPENCL__
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#ifdef __KERNEL_OPENCL__
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#define __KERNEL_SHADING__
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//#define __KERNEL_SHADING__
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//#define __KERNEL_ADV_SHADING__
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//#define __KERNEL_ADV_SHADING__
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#endif
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#endif
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